Events
======

.. include:: version.rst

Actor events
------------

**Died**

This event is sent to an actor's local script when that actor dies.

.. code-block:: Lua

    eventHandlers = {
        Died = function()
            print('Alas, ye hardly knew me!')
        end
    }

**StartAIPackage, RemoveAIPackages**

Any script can send to any actor (except player, for player will be ignored) events ``StartAIPackage`` and ``RemoveAIPackages``.
The effect is equivalent to calling ``interfaces.AI.startPackage`` or ``interfaces.AI.removePackages`` in a local script on this actor.

Examples:

.. code-block:: Lua

    actor:sendEvent('StartAIPackage', {type='Combat', target=self.object})
    actor:sendEvent('RemoveAIPackages', 'Pursue')

**UseItem**

Any script can send global event ``UseItem`` with arguments ``object``, ``actor``, and optional boolean ``force``.
The actor will use (e.g. equip or consume) the object. The object should be in the actor's inventory.

Example:

.. code-block:: Lua

    core.sendGlobalEvent('UseItem', {object = potion, actor = player, force = true})

**ModifyStat**

Modify the corresponding stat.

.. code-block:: Lua

    -- Consume 10 magicka
    actor:sendEvent('ModifyStat', {name = 'magicka', amount = -10})

**AddVfx**

Calls the corresponding method in openmw.animation

.. code-block:: Lua

    local eventParams = {
        model = 'vfx_default',
        options = {
            textureOverride = effect.particle,
        },
    }
    actor:sendEvent('AddVfx', eventParams)

**PlaySound3d**

Calls the corresponding function in openw.core on the target. Will use core.sound.playSoundFile3d instead of core.sound.playSound3d if you put `file` instead of `sound` in the event data.

.. code-block:: Lua
    actor:sendEvent('PlaySound3d', {sound = 'Open Lock'})

**BreakInvisibility**

Forces the actor to lose all active invisibility effects.

**Unequip**

Any script can send ``Unequip`` events with the argument ``item`` or ``slot`` to any actor, to make that actor unequip an item.

The following two examples are equivalent, except the ``item`` variant is guaranteed to only unequip the specified item and won't unequip a different item if the actor's equipment changed during the same frame:

.. code-block:: Lua

    local item = Actor.getEquipment(actor, Actor.EQUIPMENT_SLOT.CarriedLeft)
    if item then
        actor:sendEvent('Unequip', {item = item})
    end

.. code-block:: Lua

    actor:sendEvent('Unequip', {slot = Actor.EQUIPMENT_SLOT.CarriedLeft})

Combat events
-------------

**Hit**

Any script can send ``Hit`` events with arguments described in the Combat interface to cause a hit to an actor

Example:

.. code-block:: Lua

    -- See Combat#AttackInfo
    local attack = {
        attacker = self,
        weapon = Actor.getEquipment(self, Actor.EQUIPMENT_SLOT.CarriedRight),
        sourceType = I.Combat.ATTACK_SOURCE_TYPES.Melee,
        strength = 1,
        type = self.ATTACK_TYPE.Chop,
        damage = {
            health = 20,
            fatigue = 10,
        },
        successful = true,
    }
    victim:sendEvent('Hit', attack)

Item events
-----------

**ModifyItemCondition**

Any script can send ``ModifyItemCondition`` events to global to adjust the condition of an item.

Example:

.. code-block:: Lua

    local item = Actor.getEquipment(actor, Actor.EQUIPMENT_SLOT.CarriedLeft)
    if item then
        -- Reduce condition by 1
        -- Note that actor should be included, if applicable, to allow forcibly unequipping items whose condition is reduced to 0
        core:sendGlobalEvent('ModifyItemCondition', {actor = self, item = item, amount: -1})
    end

UI events
---------

**ShowMessage**

If sent to a player, shows a message as if a call to ui.showMessage was made.

.. code-block:: Lua

    player:sendEvent('ShowMessage', {message = 'Lorem ipsum'})

**UiModeChanged**

Every time UI mode is changed built-in scripts send to player the event ``UiModeChanged`` with arguments ``oldMode, ``newMode`` (same as ``I.UI.getMode()``)
and ``arg`` (for example in the mode ``Book`` the argument is the book the player is reading).

.. code-block:: Lua

    eventHandlers = {
        UiModeChanged = function(data)
            print('UiModeChanged from', data.oldMode , 'to', data.newMode, '('..tostring(data.arg)..')')
        end
    }

**AddUiMode**

Equivalent to ``I.UI.addMode``, but can be sent from another object or global script.

.. code-block:: Lua

    player:sendEvent('AddUiMode', {mode = 'Book', target = book})

**SetUiMode**

Equivalent to ``I.UI.setMode``, but can be sent from another object or global script.

.. code-block:: Lua

    player:sendEvent('SetUiMode', {mode = 'Book', target = book})

World events
------------

Global events that just call the corresponding function in `openmw.world`.

.. code-block:: Lua

    -- world.pause(tag)
    core.sendGlobalEvent('Pause', tag)

    -- world.unpause(tag)
    core.sendGlobalEvent('Unpause', tag)

    -- world.setGameTimeScale(scale)
    core.sendGlobalEvent('SetGameTimeScale', scale)

    -- world.setSimulationTimeScale(scale)
    core.sendGlobalEvent('SetSimulationTimeScale', scale)


**SpawnVfx, PlaySound3d**

Calls the corresponding function in openw.core. Note that PlaySound3d will call core.sound.playSoundFile3d instead of core.sound.playSound3d if you put `file` instead of `sound` in the event data.

.. code-block:: Lua
    core.sendGlobalEvent('SpawnVfx', {position = hitPos, model = 'vfx_destructarea', options = {scale = 10}})
    core.sendGlobalEvent('PlaySound3d', {sound = 'Open Lock', position = container.position})

**ConsumeItem**

Reduces stack size of an item by a given amount, removing the item completely if stack size is reduced to 0 or less.

.. code-block:: Lua

    core.sendGlobalEvent('ConsumeItem', {item = foobar, amount = 1})

**Lock**

Lock a container or door

.. code-block:: Lua

    core.sendGlobalEvent('Lock', {taret = selected, magnitude = 50})

**Unlock**

Unlock a container or door

.. code-block:: Lua

    core.sendGlobalEvent('Unlock', {taret = selected})
